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Everything posted by Xtra_Zero
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You need some hitstop dude. Makes the game easier to follow for both players and audience.
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Now that Xrd has been out for a while, how do you think it holds up? Still good enough to dethrone the XX series? Is +R great and all, but you really want to relive the gunflame wars of XX? Go ahead and click the button! I know, I didn't list Petit, Petit 2, Advance Edition, Isuka, Dust Strikers, Overture, or the Judgment games. They were originally on the list but they had different goals than the main series so I removed them. If you really think they were better than anything on the list go ahead and write me a strongly worded post about why they're great.
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Can confirm live from nippon Johnny seems pretty gdlk right now. His normals are beast, good damage, he's hard to approach and hard to escape. You can't really bully him around.
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Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
My current beef. -
Slashers: The Power Battle coming to Steam!
Xtra_Zero replied to GameCoderGK's topic in Misc Fighter Central
this game looks intredasting -
Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
I'm not sure if we're talking about the same attack, but the somersault hammer leap is good at stuffing opponents who like to jump, basically regardless of what they're doing. Also, crumple moves are gdlk in this game. -
As 4r5 stated, darkened inputs are inputs that have already been processed and are still being held down. It's an issue of pad (or your own) inaccuracy, nothing else. The buttons are not being pressed at the same time.
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Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
Althea + Dragon for big damage. If you catch people in the air with 2C, drag them to the ground with Althea -> stuff -> Red Dragon/Startup Blue Dragon -> orb explosion super -> Blue Dragon hits -> air orb explosion. 2C is pretty good for tech traps. I've also had luck with blue dragon in forcing people to choose between getting cihpped by blue dragon (and put in a bad situation) or getting grabbed by Saya's ranged throws / 236 AB super. It's a little gimmicky but I've had success with it. Other than that I've had some trouble with backdashers on wakeup, particularly with Ruilii. Once I start blocking Ruili I find it impossible to get away and on her wakeup she can just backdash to avoid all your options except 5C, but unless you have meter for C+E even that is not very threatening. As for Muramasa, she isn't played much but I think she's decent. She has one of the best supers in the game (fullscreen, huge damage reversal), long range lows and vacuum moves. I've also been trying Ein a bit. Ein is pretty awesome but god her normals suuuuuccccckkkkkk! Her As are basically useless, which makes confirming hard (except for 6A. 6A is good shit). You're gonna be starting most combos with 2B or 2C. 5C has some weird property that I haven't completely figured out yet but the range is ass. The bat assist seems good, if you land A bullets you can confirm into the bat, which brings the opponent close for a melee combo. C bullet use seems kind of questionable, you can attack afterward while falling but I think you're at disadvantage. -
Are you fucking shitting me Fuck you Sega Those OG PSO costumes are kinda hype tho
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Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
For posterity, Saya @ 1st vid: 12:22, 22:55, 26:12 2nd vid: 22:50, 25:22, (vs Mora)27:38 -
Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
Thanks. Anyone know how to do the super where she sticks her foot out of the ground? It's not on any movelists I've seen. -
Nitroplus Blasterz: Heroines Infinite Duel
Xtra_Zero replied to ivanchu77's topic in Misc Fighter Central
Been playing Saya, having trouble keeping up with other chars. Any info on Saya strats? -
whoops I meant Bandit Bringer Slash showed that it was possible without making things too good. As for adding extra inputs to confuse the input reader, in my experience if you do it fast enough it still doesn't work, and that's really the whole point, I don't want to have shortcuts made for beginners interfering with my precision. It adds unnecessary inconsistency to the system.
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Regarding execution barriers vs execution aid via buffers, what a lot of players do (myself included) is do the reversal input and then on the way to pushing the button, as my finger comes down, I'm still paying attention to what's happening on screen. If something unexpected happens, I may delay or speed up my button press in order to intentionally miss the reversal window without actually withdrawing my finger, or rely on blockstun to pseudo optionselect my reversals in frametrap situations. These strategies are less effective the longer the buffer window is. There are a slew of very subtle, technical input strategies and movement/attack pattern options that only work with a small buffer and without input shortcuts. One example that still pisses me off is 6236 reading as DP instead of fireball. In Slash, 6236 read as fireball, so Sol could do IAD Sidewinder and really fast dash gunflames, and could still do DPs just fine if you did the input properly by ending on 3 instead of 6. But in AC they switched the input reader back to recognizing 6236 as DP, so those options were removed.
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Is GG the Best fighting game of all time?
Xtra_Zero replied to Guilty_X's topic in Guilty Gear General
I've thought about this for a very long time and every time I do I come to the same conclusion: Yes. -
I completely disagree. Guilty Gear is definitely a game where you can rely on fundamentals and still win. Supers are not necessary, long combos are not necessary. Simple gatling combos are very effective with almost all characters. Like any other good game, there's plenty of room to grow and if you're very far behind the person you're fighting you'll get destroyed, but smart play with pokes, sweeps, and throws goes a very, very long way in this series, and now that YRCs don't have timing restrictions and BS exists there's even less room for execution complaints. Ironically, I think the SF series is making fundamentals less and less important as it goes on.
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If you take it seriously and dedicate yourself to it, you'll be fine. Just start using it and don't look back.
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Beast's Fury 2D Hand Drawn Fighting Game
Xtra_Zero replied to BeastsFury's topic in Misc Fighter Central
I recommend being more clear about your system, namely having clear inputs that are made for the game's engine, ala P K S HS D (GG), A B C D (Melty / BB), A B K G (Soul Calibur), lp mp hp, lk mk hk (Street Fighter), instead of referring to moves just by their controller buttons. This does a few things: it gives meaning to the controls, as the buttons natively don't have any meaning, gives your game a general structure to work within (which makes breaking that structure even more significant), and makes porting it easier. Hitstop. No hitstop is fine, but be aware that the standard is to have it. Also, adjust the combo system appropriately. Be clear about the difference between buffers, chains, and links. A game with no hitstop is better with buffers, whereas a game with hitstop is better with chains. Links are arguably fine in either. I have a beef with cinematic supers. I think anything that temporarily stops players from interacting with the game is generally a bad idea, but hey SF does it so w/e (note that GG does not really do this.) Hitboxes for the moves seem a to reach a little far? This is not so much a big deal atm but make sure to have the hitboxes be reasonable for the attack animation. Personally, I think you should have an interesting game without the combo system before you go and make everything comboable. The best fighters are generally not reliant on their combo systems, but on their neutral game and the options each player has in various situations. A combo system, while more or less expected these days, should not be too high of a priority. -
Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
Was it explicitly stated somewhere? -
Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
Am I the only one who doesn't see how BS balances YRC?? YRC isn't punished by BS, BS is punished by YRC. BS punishes slow moves and certain types of predictable pressure and frametraps, but this is not anything new. You could already do that up till now. YRC creates more mixups, but not really any more BS-applicable pressure than was already in the game with FRC, with a few exceptions. You know what punishes YRCs? More YRCs. Yeah that's right, the mechanic balances itself, because you can use it to bait moves, but also to cancel your baited move. That back-and-forth is already built into the game, it doesn't need a separate mechanic. -
Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
I'm of the opinion that it was put in just because ASW felt like they needed to change things up somehow. For the ENTIRE SERIES, characters without reversals have been designed specifically to play around that weakness by being strong in other areas. It was how the game was balanced and part of what makes the characters different from one another. It's not as if these characters suddenly needed a reversal, or even SlashBack, in order to remain competitive, which is pretty obvious when you look at Zato, Millia, and even Venom. Hell, look at Axl. One of the best reversals in the fucking game (god I fucking hate that move) yet he's not considered that great. Utility-wise, the characters with good reversals don't need BS because they already have something equivalent, and the characters without good reversals don't need BS either because that's their punishment for good rushdown, doing gigantic damage, having amazing buttons, having screen-filling moves or what have you. -
Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
This is because it's redundant as a feature. Utility-wise it does things that are already in the game. Since it covers lots of options, as it is, it will either be better than them or it won't. If you're looking for a reason to keep it around it would need its utility changed drastically. -
Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
I'm saying that's basically what you get for a successful DP already, so would it be even less damage than a DP? -
If you could find that neutral post I'd also appreciate it. EDIT: Found it http://www.dustloop.com/forums/index.php?/topic/8276-xrd-chipp-zanuff-gameplay-discussion/?p=887445 How do I get people to respect Chipp? I feel like they can just push buttons in blockstun gaps and gamble on random hits because 1) random hits do enough damage that it's an actual threat to chipp even if they don't follow up 2) It's hard to convert awkward hits into real damage with chipp
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Let's have a calm and honest discussion about Blitz Shield
Xtra_Zero replied to Dude Butts's topic in Guilty Gear General
Isn't that already offered by the current counterattack options? Or are you saying that you should get a small reward for a successful BS and a bigger reward for a more specific counter (6P, for example)? What about DPs?